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Charismatic

Fights like anyone, but leads well: a stronger leader's aura, morale-free detours at forks and +6 standing. Also the envoy's trait and +5 at festivals.

Behaviour effect

Charismatic carries no behaviour coefficients. The game maps none to it, so it leaves a hero's combat AI untouched. What it changes sits outside the fight.

What the data says about Charismatic

Charismatic carries none of the per-hero combat-AI coefficients: courage, discipline, kill hunger, protectiveness, recklessness, luck and threat are all untouched. A Charismatic hero picks targets and holds ground exactly like their trait-blank twin.

That is where the “empty trait” reading used to stop, and it stopped too early. In the 2.1.8 code Charismatic is a leadership trait. Almost everything it does happens when the hero is in the leader’s seat, plus a set of social hooks back at the hall.

Leading a party

Standing. Guild standing decides who a party looks to as leader. Charismatic adds +6, level with Oathbound and Quiet Example and behind only Child of the Halls (+8) and Inspiring (+7). A Charismatic hero is likely to end up leading.

A stronger aura. A party with a leader in the seat gets that leader’s aura on every follower. The aura starts from Leadership (0.02 for each point above 10) and traits adjust it. Charismatic adds +0.04, the largest trait bonus on that list; Exacting, Ambitious, Cool-Headed, Methodical and Steady add 0.02, and Arrogant, Hot-Headed and Cowardly take 0.02 away. The total is capped at 0.28 and scaled by how well the party accepts the leader. Followers hold their nerve longer and misjudge less when hurt. Loyal, Oathbound and Team Player followers take 1.25 times the benefit, a Lone Wolf takes none, and an Insubordinate follower takes it in reverse.

Free detours. When a leader takes a side room at a dungeon fork, the rest of the party normally loses 2 morale for the risk. With a Charismatic leader (or an Inspiring or Stoic one) nobody loses morale. The delve report says nobody minds the risk with that hero leading. Charismatic gives no lean of its own at a fork, so the leader takes side rooms at the default odds.

Around the hall

  • Compatibility +1. Charismatic is on the game’s list of easy personalities, so bonds with this hero grow more readily and pair duty lands more often.
  • “A Tall Tale”. When a hero has been boasting in the tavern (from day 120), a Charismatic or Crowd-Pleaser hero can take over the telling: +2 renown, +3 morale for the teller, and the boaster gains 2 bond with them for −1 morale.
  • “Family at the Gate”. When a hero’s family visits, a Charismatic, Companionable or Generous hero can show them round: +1 renown, and the visited hero gains 5 morale and 3 bond with the guide, at no cost in gold.
  • Festivals. +5 in the crowd discipline, joint highest with Crowd-Pleaser. See Crowd-Pleaser for how festival scores are built.
  • Council. When a retiring hero joins the Council, Charismatic adds 6 toward the envoy’s post, the strongest trait for that seat.
  • Flavour. On pair duty the hero speaks with the “warm” voice.

The hero card links the trait to Leadership. That link is descriptive and does not raise the attribute.

What it does not do

Nothing in the 2.1.8 code ties Charismatic to wages, Sworn Oath renewals, haggling odds or transfer prices. Run renewals through the oath negotiator on the actual inputs (performance, age, wages) and do not expect the hero’s charm to move the result.

At the recruiting table

Price Charismatic by the job you have in mind. On a hero you want leading parties it is a real positive: the strongest single aura bonus, free detours and a strong claim on the seat. It pairs naturally with Inspiring, and a hero with both carries +13 standing from traits alone. On a hero who will only ever follow, the in-delve value drops to nothing, and what remains is festival score, easier bonds and a good Council option at retirement.

Do not pay extra on the assumption that Charismatic negotiates better at the Oath table. It does not, and a seller who prices it that way is charging you for something the code does not contain.

Version history

The per-hero combat-AI table has never given Charismatic a coefficient in any build from v1.9.6 through v2.1.8. The leadership and hall hooks above are read from the 2.1.8 code; earlier versions of this page missed them and called the trait empty.

Unchanged since v1.9.6

Datamined from v3.0.0. Values are read from the game's own code.

Where in the game bundlebundle @20896516 Ic[id="charismatic"]; @20864204 OG()